U.S. patent application number 16/046432 was filed with the patent office on 2019-01-31 for method and apparatus for providing a computer implemented game.
The applicant listed for this patent is KING.COM LIMITED. Invention is credited to Hugo LANCHARES, Alejandro MORENO, Julian PEREZ.
Application Number | 20190030434 16/046432 |
Document ID | / |
Family ID | 65138080 |
Filed Date | 2019-01-31 |
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United States Patent
Application |
20190030434 |
Kind Code |
A1 |
PEREZ; Julian ; et
al. |
January 31, 2019 |
METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME
Abstract
A computer device providing a computer implemented game, said
computer device comprising: a user interface configured to detect
user input from a player of said game; at least one processor; and
a display, said at least one processor being configured to: cause a
game area to be displayed on said display, said game area
comprising a plurality of third game objects; cause at least one
second game object to move along a trajectory, wherein when said
second game object hits one or more of said third game objects,
said respective third game object is removed; and cause an angle of
a trajectory of said second game object to be altered to cause said
second game object to hit one or more third game objects.
Inventors: |
PEREZ; Julian; (Barcelona,
ES) ; MORENO; Alejandro; (Barcelona, ES) ;
LANCHARES; Hugo; (Barcelona, ES) |
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Applicant: |
Name |
City |
State |
Country |
Type |
KING.COM LIMITED |
St. Julains |
MT |
US |
|
|
Family ID: |
65138080 |
Appl. No.: |
16/046432 |
Filed: |
July 26, 2018 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15852114 |
Dec 22, 2017 |
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16046432 |
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62537405 |
Jul 26, 2017 |
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62537408 |
Jul 26, 2017 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/577 20140902;
A63F 2300/1075 20130101; A63F 13/537 20140902; A63F 13/58 20140902;
A63F 13/2145 20140902 |
International
Class: |
A63F 13/577 20060101
A63F013/577; A63F 13/537 20060101 A63F013/537; A63F 13/58 20060101
A63F013/58 |
Claims
1. A computer device providing a computer implemented game, said
computer device comprising: a user interface configured to detect
user input from a player of said game; at least one processor; and
a display, said at least one processor being configured to: cause a
game area to be displayed on said display, said game area
comprising a plurality of third game objects; cause at least one
second game object to move along a trajectory, wherein when said
second game object hits one or more of said third game objects,
said respective third game object is removed; and cause an angle of
a trajectory of said second game object to be altered to cause said
second game object to hit one or more third game objects.
2. The computer device of claim 1, wherein said at least one
processor is configured to display a first game object in said game
area and to cause said first game object to be controlled in
response to user input received via said user interface to cause
said second game object to move along said trajectory.
3. The computer device of claim 1, wherein said at least one
processor is configured to cause the second object to be reflected
from a further object before hitting one or more further
objects.
4. The computer device of claim 3, wherein said angle of trajectory
comprises an angle of reflection with respect to said further
object.
5. The computer device of claim 4 wherein said angle of trajectory
is adjusted such that the angle of reflection is different to an
angle of incident of said second game object with respect to said
further object.
6. The computer device of claim 3, wherein said angle of trajectory
comprises an angle of incidence with respect to said further
object.
7. The computer device of claim 3, wherein said further object
comprises one or more of an edge of said game area or a game play
object.
8. The computer device as claimed in claim 1, wherein said at least
one processor is configured to determine if the number of third
game objects satisfies a criteria and when said criteria is
satisfied, to cause said angle of trajectory to be altered.
9. The computer device as claimed in claim 8, wherein said criteria
comprises that the number of third game objects is less than a
given number.
10. The computer device as claimed in claim 1, wherein said at
least one processor is configured to determine if the second game
object will miss a target third object and if so said angle of
trajectory is altered to cause the second game object to hit the
target third object.
11. The computer device as claimed in claim 1, wherein said at
least one processor is configured to determine if the second game
object will miss a target third object, if so determining if the
angle of trajectory can be altered so that the second game will hit
the target third object and if so altering said angle of trajectory
to cause the second game object to hit the target third object.
12. The computer device as claimed in claim 1, wherein said at
least one processor is configured, when there are less than a given
number of third game objects, to determine if the second game
object will miss a target third object, if so determining if the
angle of trajectory can be altered so that the second game will hit
the target third object and if so altering said angle of trajectory
to cause the second game object to hit the target third object.
13. The computer device as claimed in claim 1, wherein said angle
of trajectory is altered by up to a given maximum value.
14. The computer device as claimed in claim 1, wherein said user
interface and said display are provided by a touch screen.
15. A computer implemented method for providing a computer
implemented game on a computer device comprising a user interface
configured to detect user input from a player of said game, at
least one processor, and a display, the method comprising: causing
a game area to be displayed on said display, said game area
comprising a plurality of third game objects; causing at least one
second game object to move along a trajectory, wherein when said
second game object hits one or more of said third game objects,
said respective third game object is removed; and causing an angle
of a trajectory of said second game object to be altered to cause
said second game object to hit one or more third game objects.
16. The computer method of claim 15, comprising causing the display
to display a first game object in said game area and causing said
first game object to be controlled in response to user input
received via said user interface to cause said second game object
to move along said trajectory.
17. The computer method of claim 15, comprising causing the second
object to be reflected from a further object before hitting one or
more further objects.
18. The computer method of claim 17, wherein said angle of
trajectory comprises an angle of reflection with respect to said
further object.
19. The computer method of claim 18, wherein said angle of
trajectory is adjusted such that the angle of reflection is
different to an angle of incident of said second game object with
respect to said further object.
20. The computer method of claim 17, wherein said angle of
trajectory comprises an angle of incidence with respect to said
further object.
21. The computer method of claim 17, wherein said further object
comprises one or more of an edge of said game area or a game play
object.
22. The computer method as claimed in claim 15, comprising
determining if the number of third game objects satisfies a
criteria and when said criteria is satisfied, causing said angle of
trajectory to be altered.
23. The computer method as claimed in claim 22, wherein said
criteria comprises that the number of third game objects is less
than a given number.
24. The computer method as claimed in claim 15, wherein said angle
of trajectory is altered by up to a given maximum value.
25. A non-transitory computer readable storage device storing
instructions that, when executed by at least one processor of a
computer device, having a display and a user interface, causes said
at least one processor to perform the steps of: causing a game area
to be displayed on said display, said game area comprising a
plurality of third game objects; causing at least one second game
object to move along a trajectory, wherein when said second game
object hits one or more of said third game objects, said respective
third game object is removed; and causing an angle of a trajectory
of said second game object to be altered to cause said second game
object to hit one or more third game objects.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is based on, and claims priority to U.S.
Provisional Application No. 62/537,405, filed Jul. 26, 2017, and
U.S. Provisional Application No. 62/537,408, filed Jul. 26, 2017,
and is a continuation-in-part of U.S. application Ser. No.
15/852,114, filed Dec. 22, 2017, the entire contents of each of
which being fully incorporated herein by reference.
FIELD OF THE INVENTION
[0002] Embodiments of this application relate to a computer device
for use in playing a computer implemented game and a method for
providing a computer implemented game.
[0003] Some embodiments may relate to engaging users or players in
a computer game executable in an online environment.
BACKGROUND OF THE INVENTION
[0004] There exist many types of computer device where the display
is controlled by an input. In some embodiments the input may be a
cursor or pointer that is controlled by a human interface device
such as a mouse, joystick, keyboard etc. Additionally or
alternatively the display may comprise a touchscreen which can be
controlled by a user's touch. That is, activation of functions
and/or objects is responsive to user input made by way of the user
touching a particular object displayed on the screen, and thereby
selecting that object.
[0005] Computer implemented games are known and are often played on
devices such as smart phones. Such devices often have a relatively
small display area. One technical challenge with such games is how
to provide technical complexity of a game whilst at the same time
providing a varied gaming experience for the user. Another
technical challenge relates to how to keep players interested
whilst using limited resources of a device on which a game is being
played.
[0006] One technical challenge can involve allowing a game to be
fun and compelling even when there is limited display resource. A
limited display resource provides challenges such as how a user can
interact with a particular part of the display. Another challenge
relates to how to provide complexity which is able to be rendered
in a visual distinct manner on the relatively small display.
[0007] Another significant challenge is that of user engagement.
Engagement involves designing gameplay and devices to be engaging
and rewarding to players. This typically requires games to be
easily understood at their simplest or introductory levels,
providing rewarding gameplay with quite simple game mechanics, but
becoming progressively more challenging so that players are not
bored, but remain engaged and develop rewarding skills. Effective
engagement requires various forms of feedback to reinforce player
sense of success and accomplishment. Often this needs to be
provided in the context of an environment where only a limited
number of resources of a computing device can be used in running
the computer implemented game.
[0008] This patent specification describes not only various ideas
and functions, but also their creative expression. A portion of the
disclosure of this patent document therefore contains material to
which a claim for copyright is made and notice is hereby given:
Copyright King.com Limited 2017 (pursuant to 17 U.S.C. 401). A
claim to copyright protection is made to all screen shots, icons,
look and feel and all other protectable expression associated with
the games illustrated and described in this patent
specification.
[0009] The copyright owner has no objection to the facsimile
reproduction by anyone of the patent document or the patent
disclosure, as it appears in the Patent and Trademark Office patent
file or records, but reserves all other copyright rights
whatsoever. No express or implied license under any copyright
whatsoever is therefore granted.
SUMMARY OF THE INVENTION
[0010] According to an aspect there is provided a computer device
providing a computer implemented game, said computer device
comprising: a user interface configured to detect user input from a
player of said game; at least one processor; and a display, said at
least one processor being configured to: cause a game area to be
displayed on said display, said game area comprising a plurality of
third game objects; cause at least one second game object to move
along a trajectory, wherein when said second game object hits one
or more of said third game objects, said respective third game
object is removed; and cause an angle of a trajectory of said
second game object to be altered to cause said second game object
to hit one or more third game objects.
[0011] The at least one processor may be configured to display a
first game object in said game area and to cause said first game
object to be controlled in response to user input received via said
user interface to cause said second game object to move along said
trajectory.
[0012] The at least one processor may be configured to cause the
second object to be reflected from a further object before hitting
one or more further objects.
[0013] The angle of trajectory may comprise an angle of reflection
with respect to said further object.
[0014] The said angle of trajectory may be adjusted such that the
angle of reflection is different to an angle of incident of said
second game object with respect to said further object.
[0015] The angle of trajectory may comprise an angle of incidence
with respect to said further object.
[0016] The further object may comprise one or more of an edge of
said game area or a game play object.
[0017] The at least one processor may be configured to determine if
the number of third game objects satisfies a criteria and when said
criteria is satisfied, to cause said angle of trajectory to be
altered.
[0018] The criteria may comprise that the number of third game
objects is less than a given number.
[0019] The angle of trajectory is altered by up to a given maximum
value.
[0020] The user interface and said display are provided by a touch
screen.
[0021] The computing device may determine if the second game object
will miss a target third object and if so said angle of trajectory
is altered to cause the second game object to hit the target third
object.
[0022] The at least one processor may be configured to determine if
the second game object will miss a target third object, if so
determining if the angle of trajectory can be altered so that the
second game will hit the target third object and if so altering
said angle of trajectory to cause the second game object to hit the
target third object.
[0023] The at least one processor may be configured, when there are
less than a given number of third game objects, to determine if the
second game object will miss a target third object, if so
determining if the angle of trajectory can be altered so that the
second game will hit the target third object and if so altering
said angle of trajectory to cause the second game object to hit the
target third object.
[0024] According to an aspect there is provided a computer
implemented method for providing a computer implemented game on a
computer device comprising a user interface configured to detect
user input from a player of said game, at least one processor, and
a display, the method comprising: causing a game area to be
displayed on said display, said game area comprising a plurality of
third game objects; causing at least one second game object to move
along a trajectory, wherein when said second game object hits one
or more of said third game objects, said respective third game
object is removed; and causing an angle of a trajectory of said
second game object to be altered to cause said second game object
to hit one or more third game objects.
[0025] The method may comprise causing the display to display a
first game object in said game area and causing said first game
object to be controlled in response to user input received via said
user interface to cause said second game object to move along said
trajectory.
[0026] The method may comprise causing the second object to be
reflected from a further object before hitting one or more further
objects.
[0027] The angle of trajectory may comprise an angle of reflection
with respect to said further object.
[0028] The angle of trajectory may be adjusted such that the angle
of reflection is different to an angle of incident of said second
game object with respect to said further object.
[0029] The angle of trajectory may comprise an angle of incidence
with respect to said further object.
[0030] The further object may comprise one or more of an edge of
said game area or a game play object.
[0031] The method may comprise determining if the number of third
game objects satisfies a criteria and when said criteria is
satisfied, causing said angle of trajectory to be altered.
[0032] The criteria may comprise that the number of third game
objects is less than a given number.
[0033] The angle of trajectory may be altered by up to a given
maximum value.
[0034] According to an aspect there is provided a non-transitory
computer readable storage device storing instructions that, when
executed by at least one processor of a computer device, having a
display and a user interface, causes said at least one processor to
perform the steps of: causing a game area to be displayed on said
display, said game area comprising a plurality of third game
objects; causing at least one second game object to move along a
trajectory, wherein when said second game object hits one or more
of said third game objects, said respective third game object is
removed; and causing an angle of a trajectory of said second game
object to be altered to cause said second game object to hit one or
more third game objects.
[0035] According to an aspect there is provided a computer device
providing a computer implemented game, said computer device
comprising a user interface configured to detect user input from a
player of said game, at least one processor, and a display, said at
least one processor being configured to: cause a first part of a
game area to be displayed on said display, said first part of the
game area comprising a first game object and a plurality of third
game objects; cause said first game object to be controlled in
response to user input received via said user interface to cause at
least one second game object to hit one or more of said third game
objects; cause said hit one or more third game objects to be
removed from the first part of said game area; and determine when
given ones of said plurality of third game objects have been
removed and in response thereto to cause a second part of the game
area the displayed, said first game object being moved to a
position within the second part of the game area.
[0036] The at least one processor may be configured to cause the
display to initially scroll through all of the game area.
[0037] The at least one processor may be configured to cause the
display to scroll from the first part of the game area to the
second part of the game area.
[0038] The first and second parts of the game area may be
overlapping.
[0039] The first and second parts of the game area may be
non-overlapping.
[0040] The given ones of the third game objects may be arranged in
one or more groups. The causing of the second part of the game area
to be displayed may occur when all of the third game objects in the
one or more groups have been removed.
[0041] The game area may comprise at least three parts. The at
least one processor may be configured to cause a next part of the
game area to be displayed when given third game objects in a
previous part of the game area have been removed.
[0042] The at least one processor may be configured to determine if
a first third game object is a first item that the second game
object has hit after interaction with the first game object and if
so to cause said second game object to continue on its path to
remove at least one further third game object as well as said first
third game object.
[0043] The at least one processor may be configured to determine
for at least one third object which has been hit if at least one
condition has been satisfied and to only remove that third object
when the condition has been satisfied.
[0044] The at least one condition may comprise that the third
object has been hit an equivalent of n times, where n is an integer
greater than one.
[0045] The at least one processor may be configured to update a
count value when a respective third object has been hit.
[0046] The second game object may have a power attribute value such
that when the second game object hits a first third game object,
the at least one processor updates the count value by m, where m is
an integer greater than one and dependent on the power attribute
value.
[0047] The at least one processor may be configured to update the
power attribute value after the second game object has hit the
first third game object.
[0048] The second game object may hit a further third game object
after hitting the first third game object. The at least one
processor may be configured update the count value for that further
game object by an integer value less than m, in dependence on the
updated power attribute value.
[0049] The second game object may have a power attribute value such
that when the second game object hits a given number of items, the
power attribute value is updated.
[0050] The given number of items may be one.
[0051] The second game object may have a power attribute value and
at least one third object may have a third object value indicating
an amount of power required to remove the respective third object.
The at least one processor may be configured to update the third
object value when the second game object hits the third object by
an amount dependent on the power attribute value of the second game
object.
[0052] The respective third object may be removed when the third
object value has a given value.
[0053] According to an aspect there is provided a computer
implemented method for providing a computer implemented game on a
computer device comprising a user interface configured to detect
user input from a player of said game, at least one processor, and
a display, the method comprising: causing a first part of a game
area to be displayed on said display, said first part of the game
area comprising a first game object and a plurality of third game
objects; causing said first game object to be controlled in
response to user input received via said user interface to cause at
least one second game object to hit one or more of said third game
objects; causing said hit one or more third game objects to be
removed from the first part of said game area; and determining when
given ones of said plurality of third game objects have been
removed and in response thereto causing a second part of the game
area the displayed, said first game object being moved to a
position within the second part of the game area.
[0054] The method may comprise determining if a first third game
object is a first item that the second game object has hit after
interaction with the first game object and if so causing said
second game object to continue on its path to remove at least one
further third game object as well as said first third game
object.
[0055] The method may comprise determining for at least one third
object which has been hit if at least one condition has been
satisfied and only removing that third object when the condition
has been satisfied.
[0056] The at least one condition may comprise that the third
object has been hit an equivalent of n times, where n is an integer
greater than one.
[0057] A count value may be updated when a respective third object
has been hit.
[0058] The second game object may have a power attribute value. The
method may comprise, in response to the second game object hitting
a first third game object, updating the count value by m, where m
is an integer greater than one and dependent on the power attribute
value.
[0059] The power attribute value may be updated after the second
game object has hit the first third game object.
[0060] In response to the second game object hitting a further
third game object after hitting the first third game object, the
count value may be updated for that further game object by an
integer value less than m, in dependence on the updated power
attribute value.
[0061] According to another aspect, there is provided a
non-transitory computer readable storage device having a computer
readable program code stored therein, said computer readable
program code containing instructions configured to be executed by
at least one processor of a computer device causes said at least
one processor to perform the steps of the method.
[0062] According to some aspects, there is provided a program
product comprising a computer-readable storage device including a
computer-readable program for providing a computer-implemented
game, wherein the computer-readable program when executed on a
computer causes the computer to perform any one or more of the
method steps described previously.
[0063] A computer program comprising program code means adapted to
perform the method(s) may also be provided. The computer program
may be stored and/or otherwise embodied by means of a carrier
medium.
[0064] In the above, many different embodiments have been
described. It should be appreciated that further embodiments may be
provided by the combination of any two or more of the embodiments
described above.
[0065] Various other aspects and further embodiments are also
described in the following detailed description and in the attached
claims.
BRIEF DESCRIPTION OF DRAWINGS
[0066] To understand some embodiments, reference will now be made
by way of example only to the accompanying drawings, in which:
[0067] FIG. 1A shows a schematic example of an entire game area at
a beginning of a game;
[0068] FIG. 1B shows a schematic example of the game area during
the game;
[0069] FIG. 1C shows a schematic example of the remaining game area
towards the end of a game;
[0070] FIG. 2A shows an upper part of a game area of an example
game;
[0071] FIG. 2B shows the initial part of the game area of the
example game;
[0072] FIG. 3 schematically shows a representation of different
levels of the example game;
[0073] FIG. 4 is a first flowchart according to an embodiment;
[0074] FIG. 5 shows an example user device in which some
embodiments may be provided;
[0075] FIG. 6 shows an example system in which some embodiments may
be provided;
[0076] FIG. 7 is a second flowchart according to an embodiment;
[0077] FIG. 8 shows an example path of a second object; and
[0078] FIG. 9 is a flowchart according to an embodiment.
DETAILED DESCRIPTION OF SOME EMBODIMENTS
[0079] One example of a game with which embodiments may be used is
a so-called `brick or block breaker game` where the player is
required to manoeuvre a paddle type game object to bounce objects
such as projectiles or balls into other objects such as bricks or
blocks.
[0080] The game area is generally provided with walls and the
projectile is able to bounce off the wall. The walls may be
provided on one or both sides of the screen and/or at the upper end
of the screen. The paddle may be positioned at an end of the screen
not having a wall. This may be the lower end of the screen. It
should be appreciated that the walls may angled with respect to the
screen edge and/or parallel with respect to the screen edge. The
walls may extend along only a partial extent of the display area of
the screen and/or to a full extent. The walls may be flat and/or
curved. There may be one or more walls.
[0081] On contact with ball or projectile, one or more bricks are
destroyed. If the ball or projectile moves past the paddle then a
life may be lost. The player may be provided with any number of
lives, equal to one or more. The aim of the game is generally to
remove all the bricks.
[0082] A schematic view of a user device 100 according to an
embodiment is shown in FIG. 5. All of the blocks shown are
implemented by suitable circuitry. The blocks may be implemented in
hardware and/or software. The user device may have a control part
110. The control part may be implemented by one or more processors
115 and one or more memories 120.
[0083] The control part 110 is shown as having a graphics
controller 125 and a sound controller 310. It should be appreciated
that one or other or both of the graphics controller 125 and sound
controller 130 may be provided by the one or more processors 115 or
may be separately provided. The graphics and sound controllers may
comprise memory and/or may operate in conjunction with the one or
more memories 120.
[0084] The graphics controller 125 is configured to provide a video
output 135. The sound controller 130 is configured to provide an
audio output 410. The video output 135 is provided to a display
155. The audio out 140 is provided to an audio device 160 such as a
speaker and or earphone(s).
[0085] The control part 110 has an interface 145 allowing the
device to be able to communicate with a network such as the
Internet or other communication infrastructure. For example the
interface allows communication with a wireless area network WAN
150.
[0086] The device 100 has an input device or user interface 165.
The input device can take any suitable format and can be one or
more of a keyboard, mouse, touch screen, joystick or game
controller. It should be appreciated that the display 155 may in
some embodiments also provide the input device 165 by way of an
integrated touch screen for example.
[0087] The blocks of the control part 110 are configured to
communicate with each other by an interconnect such as a bus or any
other suitable interconnect and/or by point to point
communication.
[0088] It should be appreciated that in some embodiments, the
controller may be implemented by one or more integrated circuits,
at least in part.
[0089] The user device 100 is shown by way of example only. In
alternative embodiments, one or more of the parts may be omitted.
Alternatively or additionally, some embodiments may comprise one or
more other parts. Alternatively or additionally, one or more parts
may be combined.
[0090] FIG. 6 schematically shows a system 200 according to an
embodiment. The system 200 comprises a server 220 which may be
provided with a database or be connected to a database. The
database may store game player's details, profiles, statistics etc.
In practice, one or more servers 220 may be provided.
[0091] The server 220 may communicate via, for instance, the
internet 210 to one or more client or user devices 100, such as
shown in FIG. 5. By way of example, the user devices are shown as
user devices 100a, 100b and 100c in FIG. 6. The internet 210 or the
like may further provide connections to a social network 230, for
example, Facebook.TM.. The social network 230 may be provided with
or connected to a database storing social user interaction details,
for instance, user to user interaction maps, friend lists, location
history etc.
[0092] It should be appreciated that embodiments may be deployed in
different system architectures. For example, the computer game may
be implemented as a computer game that is stored in the memory of
the user device and is run on the processor of the user device.
However, the server may handle some elements of the game in some
embodiments. By way of example only, a Java game applet may be
provided to the user device and the locally running Java applet
will generate, for example, the graphics, sounds, and user
interaction for the game play on the user device. Some data may be
fed back to the server to allow interaction with other user
devices. The data which is fed back may also allow scoring and/or
cross platform synchronization.
[0093] In some embodiments, the game may be implemented as a
computer program that is stored in a memory of the system, for
example the server, and which runs on a processor of the game
server. Data streams or updates are supplied to the user device to
allow the user device to render and display graphics and sounds in
a browser of the user device. Such an approach is sometimes
referred to as a web services approach. It should be appreciated,
however, that such an approach does not necessarily require the use
of the Internet.
[0094] The game may be played in an offline mode on a handheld
device using locally stored information on the handheld device. The
device may store all or some of the levels that are available as
applicable to the particular game and its saga or mission
objectives. Some of the features may be locally executed on the
device.
[0095] Some embodiments may be implemented to synchronize game
state information and/or retrieve and connect to social graph
information and user profile data on a social network such as
Facebook or Google+.
[0096] Some embodiments may be implemented to enable connection to
a plurality of social networks. The user may be given the option to
select which information may be derived and/or shared with which
social network.
[0097] Some embodiments may be provided in the context of so-called
saga games. These are games which have one or more levels. In some
games, a user may be required to complete a certain level before
the user is able to progress to a next level. In some embodiments,
the user may be able to go back and play any previous level.
[0098] A game may have a number of different levels. Different
levels may have different requirements to be met. For example, some
levels may have one or more specific goals. When a user selects a
level, the user has to complete the specific goal in order to
complete that level. For example, the user may be required to
achieve a certain number of points, collect one or more given
items, reach a particular location and/or the like. If the user
fails to achieve that goal, the level is not completed. The user
may be required to complete that level in order to reach another
level.
[0099] In some embodiments, the different levels may be represented
on a map 360. FIG. 3 schematically shows one example of such a view
for the example game of FIGS. 2A and 2B. Different levels 350 are
represented on a path 362 so that the user can see the progress
which he has made playing the game. This also allows a user to go
back and replay levels which he has previously played. The map view
may show what levels have been completed as well as levels are left
to play. Throughout the game and for each level completed, the
player journeys across the map.
[0100] In some embodiments, the game can be implemented so that a
player progresses through multiple levels of changing and for
example increasing difficulty. In some embodiments, the difficulty
of the levels may vary as the user progresses along the path. As
the player travels through the levels in the game, his progress may
be represented as a journey along a path in the virtual map. The
current level 352 of the user may be indicated on the map. In some
embodiments, the levels which have been completed may be displayed
in a visually distinct manner from those levels which have yet to
be completed.
[0101] In some embodiments, the player moves between levels and
completes the levels one by one along a path by playing the game
associated with that level. When the player achieves the goal of a
level, the next level is unlocked and the player can play that
level in the game.
[0102] The number of stages and levels can vary depending on the
implementation. The levels may be numbered consecutively throughout
the game or they can be numbered within a stage. Other ways of
identifying the levels can be provided in other embodiments.
[0103] Reference is made to FIG. 1A which schematically shows a
game area for brick breaker game at the beginning of a game. At the
beginning of the game, only a first part 320a of the game area is
displayed on the display of the user device. As can be seen from
FIG. 1A, this means that a second part of the game area is not
displayed on the display.
[0104] The brick breaker game comprises a first game object. In
some brick breaker games, this is referred to as a paddle. This
first game object is controlled by input from a user via the user
interface. In some embodiments, the user is able to control the
position of the first game object. In some embodiments, there may
be limitations as to the extent of movement of the first game
object. For example, the first game object may only be movable
perpendicular to the longitudinal extent of the game area. This is
indicated schematically in FIG. 1A by arrow 301.
[0105] It should be appreciated that in other embodiments, the
first game object may have a different or further range of possible
movement.
[0106] The first game object may be controlled to cause the release
of a second different type of game object 303. This second type of
game object may be a ball or projectile. In other embodiments, this
second type of game object may be visually represented in any
suitable manner. In some embodiments, there may be an unlimited
supply of second game objects during the game. In other
embodiments, the number of second game objects may be limited to
one or more second game objects within a game.
[0107] The first game object may be controlled to release the
second game object by user interaction via the user interface. In
some embodiments only one second game object may be in play at any
given moment. In other embodiments, the number of second game
objects in play at any given time may be two or more.
[0108] In some embodiments, the second game object is released so
as to "hit" or collide with one or more third game objects. These
third game objects are bricks. However, these third game objects
may be visually represented in any suitable manner. The third game
objects may be arranged in one or more groups of one or more third
game objects. In the example shown in FIG. 1A, there are eight
groups of third game objects. However this is by way of example
only and there may be more or less than eight groups. Where the
third objects are arranged in groups, the groups may be arranged in
any suitable orientation. The groups may have the same or differing
numbers of third game objects. The third game objects in a group
may be next to other third game objects and/or spaced apart from
other third game objects of that group. Adjacent groups may be
spaced apart from one another and/or may have one or more third
game objects of one group next to one or more third game objects of
another group.
[0109] In other embodiments, the third objects may be arranged in a
single group.
[0110] In some embodiments, when a second game object hits or
collides with a third game object, the third game object is
removed. In some embodiments, the third game objects need to be hit
more than once in order to be removed.
[0111] Referring back to FIG. 1A, when a game is started, the
display is controlled such that top of the game area is initially
displayed and the game area is then scrolled until only the first
part of the game area, at the opposite end to the top of the game
area is displayed. This first part of the game area is referenced
320a. In some embodiments, there is no scrolling of the game area
before the game is played. Groups 302, 304 and 306 are displayed,
after the initial scrolling. Groups 308, 310, 312, 314 and 316 are
not displayed, after the initial scrolling.
[0112] Using the first game object, one or more second game objects
are released. This is controlled by user interaction via the user
interface. In some embodiments, where the user interface is
provided by a touch screen, touching the first object and then
releasing the first object may cause the one or more second game
objects to be released. In some embodiments, the user is able to
control the direction in which the one or more second game objects
are released, via the user interface. The one or more second
objects may hit one or more of an edge of the game area and one or
more third game objects. The edge of the playable game area may be
represented by a wall or in any other suitable manner. The wall or
similar object will allow the second object to bounce back into the
game area. In the case that a third game object only needs to be
hit once to be removed, that third game object will be removed if
it is hit. Where a third game object needs to be hit n times (n
being greater than 1), it may be determined when that third game
object has been hit if that third game object has now been hit n
times. If so, that third game object will be removed. If not, that
third game object remains in the game area.
[0113] Typically the second game object will bounce around the game
area before returning to the lower part of the game area where the
first game object is located. The first game object will be moved
to interact with the second game object. The position of the first
game object is thus controlled by the user via the user interface
with the aim of the first game object being in the path of the
second game object which causes the second game object to be caught
or bounced back up into the game area.
[0114] In some embodiments, when given ones of the third game
objects are removed, the game area is scrolled up and the first
game object is repositioned to be at the lower end of the new game
area. In the example of FIGS. 1A to 1C, when the third game objects
in groups 302, 304 and 306 have been removed, then the next part of
the game area, as shown in FIG. 1B is displayed. This is referenced
320b. Thus there is still part of the game area which is not
displayed. Groups 308 and 310 are displayed. Groups 312, 314 and
316 are not displayed.
[0115] Similarly, when the third game objects in groups 308 and 310
are removed, the game area is scrolled up and the first game object
is repositioned to be at the lower end of the new game area. The
next part of the game area, as shown in FIG. 10 is displayed. This
is referenced 320c. Groups 312, 314 and 316 are displayed. In this
case, there is no longer any part of the game area which is not
displayed.
[0116] In this example, the game area can be regarded as being
provided in sections. Removal of all of the third game objects in a
section is required before the next section can be displayed. In
other embodiments, as soon as given ones of the third game objects
are removed, the game area is incremented or moved forward so as to
display a new part of the game area. That new part of the game area
may comprise new third game objects and/or an area with no third
game objects. The displayed game area will also comprise part of
the previously displayed game area which may comprise one or more
previously displayed third game objects and/or an area with no
third game objects. The first game object would be repositioned at
the bottom of the new game area as previously discussed.
[0117] Reference is made to FIGS. 2A and 2B which show one example
of how the computer game may appear. The first game object 300' is
represented by a paddle, in this specific example the paddle is
visualized as person with a ring but it should be appreciated that
the paddle could be visualized in other different ways. The second
game object (not shown) may be visually represented by a ball. The
third game objects are visually represented as blocks or
bricks.
[0118] FIG. 2A shows the upper part of the game area which is
initially displayed when the user starts to play a game. As
mentioned, this game area is then scrolled through on the display
until the lower part of the game area (the first part of the game
area 320a') is displayed. This is shown in FIG. 2B.
[0119] It should be appreciated that the game area of FIGS. 2A and
2B have a different arrangement of groups of third game objects to
the example of FIGS. 1a to c. These groups of third game objects in
FIGS. 2A and 2B are referenced 330, 332, 334, 336 and 338.
[0120] It should be appreciated that there are further game
objects, fourth game objects 340 in the example game of FIGS. 2A
and 2B. These fourth game may need to be removed in order to
progress to the next part of the game area and/or may provide an
additional effect such as extra power or extra lives.
[0121] Reference is made to FIG. 4 which shows a computer
implemented method of an embodiment. This may be performed in the
user device.
[0122] In step T1, the processor is configured to cause the display
to scroll through the game area until the lowermost part of the
game area is displayed. This feature is optional is some
embodiments and in other embodiments the lowermost part of the game
area may be initially displayed. In some embodiments a thumbnail or
similar may be provided on the display before and/or during the
playing of the game. In some embodiments, the game area is only
revealed as the player plays the game.
[0123] In other embodiments, the scrolling through the game area
may be controlled by the user via the user interface.
[0124] In step T2, the processor is configured to cause the first
game object to be controlled in response to user input received by
the interface to cause the second game object to move in the game
area. The first game object may launch the second game object or
bounce the second game object back into the game area.
[0125] In step T3, the processor is configured to cause third game
objects to be removed. This is in response to a determination by
the processor that a respective third object has been hit by a
second game object and/or that one or more other conditions have
been satisfied for the removal of that third game object. One of
these conditions may be that the third game object has been hit a
predetermined number of times.
[0126] In step T4, the processor is configured to determine that
given ones of the third game objects have been removed such that a
different part of the game area can be displayed.
[0127] In step T5, the processor is configured to cause the next
part of the game area to be displayed and reposition the first game
object such that it is displayed within the next part of the game
area.
[0128] In some embodiments, a check is made each time a third game
object is to be removed to see if the given ones of the third game
objects have all been cleared. If not, the check is repeated when
the next third game objects is removed. In this embodiment, steps
T2 and T3 may be repeated until a check in step T4 is
satisfied.
[0129] In some embodiments, the criteria for determining that a
next part of the game area is to be displayed is that the all third
objects with a given distance from the first object have been
removed or that all the third objects a certain distance from the
first object along one or more directions have been removed. One
direction may be the direction of scrolling. Another direction may
be parallel to the direction of scrolling.
[0130] In some embodiments, the removal of a third game object may
depend on whether the third game object is directly hit by the
second game object or if the second game object has bounced via
another third game object, another game object or the edge of the
game area before hitting that third game object.
[0131] Reference is made to FIG. 7 which shows a method performed
in some embodiments in a user device. The method is a computer
implemented method.
[0132] In step S1, the processor is configured to determine that
the second game object is within a defined distance of a target
third object. For example the processor is configured to determine
that the second game object has hit or is about to hit a third
object. This may alternatively or additionally take into account
the trajectory of the second game object. In one embodiment, the
second game object may have a power attribute which is set (e.g. to
1) when it for example contacts the paddle.
[0133] In step S2, the processor is configured to determine if the
second object hit another object before being within the defined
distance of the target third object. This may be determined by
considering the power attribute of the second game object. The
power attribute may be reset (for example set to 0) when the second
game object hits another object. The another object may be another
third object, an obstacle, a fourth game object, an edge of the
display and/or any other object. In some embodiments, the processor
may consider the path from the first object to the target third
object to make this determination. Other embodiments may use a
different technique.
[0134] In step S3, based on this determination, the power applied
to the target third object is determined. In other words, it may be
determined if the second object has the power attribute set or not.
In some embodiments, the "power" will determine the number of third
objects which are to be removed. For example, if the second object
has not hit anything prior to hitting the target third game object,
the target third game object and one or more adjacent third game
objects are removed. In some embodiments, up to two third game
objects are removed. If the second object has hit something else
already, then only the target third game object is removed.
[0135] In some embodiments, the third objects have a "hardness"
attribute which defines how many times the third object needs to be
hit before being removed. For example, one or more third objects
may have a hardness of 2 meaning that the third object needs to be
hit by the second game object twice before that object is removed.
Each time the third object is hit, the hardness value is reduced by
one. However, if the second game object has the power attribute
set, this will reduce the hardness value by 2.
[0136] Thus is a third object with a hardness of 2 is hit by a
second game object with the power attribute set, this will cause
that third game object to be removed.
[0137] If the third game object has a strength of 1 and it is hit
by the second game object with the power attribute of 1, that third
game object is removed and the second game object moves along to
the next game object. In some embodiments, this is without
modifying the path of the second game object, for example, without
bouncing. If that next game object is a third game object, it will
have its strength reduced by 1. Depending on the number of times
that the third game object has been hit already (or not) that third
game object may or may not be removed.
[0138] If the third game object has a hardness of 3, and it is hit
by the second game object with the power attribute of 1, that third
game object has its hardness reduced to 1. The third game object is
not removed and the second game object will bounce off that third
object.
[0139] The power attribute provided by the second object may have
more than two options (set or reset) or values. It should be
appreciated that any suitable way of indicating if the power
attribute is provided or not and/or the value of that attribute may
be used.
[0140] A counter function (count up or count down) may be provided
to support the providing of a plurality of different power
attribute values. The counter function may be provided by hardware
and/or software. Other embodiments, may manage the power attribute
without a counter.
[0141] In some embodiments, the power attribute may be omitted.
[0142] There may be one or more additional or alternative method
for providing the current power values and/or using up the power
values.
[0143] The power attribute may be stored by the processor in the
memory.
[0144] The hardness values may be stored by the processor in the
memory.
[0145] The processor may be configured to update the power
attribute(s) and/or the hardness values.
[0146] In the example described, one or more third objects are
provided with a hardness value of up to 2. In some embodiments,
there may be more than 2 hardness values for one or more third
objects, additionally or alternatively. It should be appreciated
that any suitable way of indicating if the hardness attribute is
provided or not and/or the value of that attribute may be used.
[0147] The hardness attribute may be omitted in some
embodiments.
[0148] A counter function (count up or count down) may be provided
to support the providing of a plurality of different hardness
values. The counter function may be provided by hardware and/or
software. Other embodiments, may manage the hardness attribute
without a counter.
[0149] In some embodiments, this method may only be carried out for
the first target third game object after the second game object is
initially released by the first game object. In other embodiments,
this method may be carried out after each time the second game
object has made contact with the first game object.
[0150] Reference is now made to FIGS. 8 and 9 which show another
embodiment. One technical challenge with playing block breaker
games such as previously described on a device with a relatively
small screen relates to control of movement of the second game
object by the user interaction with the first game object. Given
the size of the screen it can be difficult to precisely control the
angle at which the second game object is directed from the first
game object. This may be a particular difficulty when there are
only a few third game objects remaining to be removed. As mentioned
previously, there may be a number of different game levels which
are provided in a game, with different levels having different
levels of difficulty. This lack of precision of the control of the
angle makes it difficult to complete the level.
[0151] Some embodiments also allow for reducing player frustration
when close to completing a level. This is a particular problem for
brick breaker games where player frustration may lead to players
becoming disengaged and stopping playing. The aim may be to allow
the game to be interesting, for example where the game is a
so-called casual game.
[0152] In some embodiments, angle adjustment may be provided to
allow the level to be completed. In this regard, reference is first
made to FIG. 8 which shows the path of a second object. The second
object moves towards an object 800 along path 802. This object 800
may be any suitable object such as an edge of the game play area or
a suitable game play object. The angle of the path 802 with respect
to the incident of the game object 800 is referenced 810. The
second object is reflected along path 804. The angle of the
reflected path with respect to incident is referenced 808. The
objective may be to hit a third game object, which is referenced
812 in this example.
[0153] Without any adjustment, the two angles 810 and 808 will have
the same value. However, in some embodiments, when it is determined
that there are fewer than a given number of third game objects in
the game area, the processor will determine if the angle 808 is to
be adjusted. There may be a maximum amount by which the angle is
adjusted. If it is determined that the second game object moving
along the path 804 will miss the target third object 812 and that
the angle can be adjusted by the maximum or a smaller angle to
cause the second object to hit the target third object, then the
angle is adjusted.
[0154] In some embodiments a determination is made if the
adjustment of the angle will cause the second object to hit the
third object. If so, the processor is configured to cause the angle
to be modified. If not, the processor is configured not to adjust
the angle and allow the second object to continue along its
path.
[0155] Depending on the difficulty associated with a level, the
angle may not be adjusted or adjusted by up to a maximum angle
adjustment amount. The maximum angle adjustment may be dependent on
the difficulty of a level.
[0156] In some embodiments, the maximum angle adjustment amount may
be relatively small in some embodiments and may be selected to
counter balance imprecision introduced by playing the game on a
small screen device. For example, the maximum angle adjustment may
be of the order of 5 to 10 degrees. In some embodiments, the
maximum angle adjustment may be less than 5 degrees or more than 10
degrees.
[0157] In some embodiments, different levels may have different
maximum angle adjustments. In some embodiments, one or more levels
may have no angle adjustment.
[0158] In some embodiments, the angle adjustment may be provided
throughout the playing of a level and not just when there are less
than a threshold amount of third game objects.
[0159] Reference is made to FIG. 9 which shows a flow chart of the
embodiment, described in relation to FIG. 8.
[0160] In step A1, the processor is configured to determine if
there are less than a given number of third game objects remaining
in the game area. This may be optional in some embodiments.
[0161] In step A2, in response to the processor determining that
there are less than the given number of third game objects, the
processor determines for each second game object when it impacts an
object, e.g. object 800, if the trajectory of the second object
once it has reflected from the object will hit a third object. If
not, the processor will determine if the angle of the trajectory
can be adjusted by up to maximum angle adjustment amount to cause
the third object to be hit. If so the next step is step A3 and if
not the next step is A4. Of course if the trajectory is such that a
third game object will be hit, there is no need for any adjustment
and the next step is step A4.
[0162] In some embodiments, a preliminary step, for example part of
step A2 or prior to step A2 or A1, is performed by the processor.
If the processor determines that the second game object will impact
an object (either any object or a third object). If so, the method
will jump straight to step A4.
[0163] In step A3, the processor is configured to control the
display to display the second game object moving along the adjusted
path to hit a third object.
[0164] In step A4, the processor is configured to control the
display to display the second game object moving along an
unadjusted path.
[0165] In some embodiments, the method may be performed only for
the second object when it has just bounced of the paddle or first
game object. In other embodiments, the method may be performed for
any movement of the second object.
[0166] In other embodiments, the method may be performed where one
or more conditions are satisfied.
[0167] In some embodiments, a more complex adjustment may be
provided. For example, the processor may be configured to determine
the path of the second object as it bounces off two or more objects
and determine if each angle of reflection from each object needs to
be adjusted in order to allow a third game object to be removed.
Again there may be a maximum amount by which each angle may be
adjusted.
[0168] In some embodiments, the determination whether the second
object will miss is done only immediately after a hit with the
paddle or first game object. The determination as to whether is a
hit or not may be determined for a specified number of bounces
after the contact with the first game object (paddle). For example,
it is determined determine that there is a miss if there is not a
direct hit or hit following the first bounce. The hit is with a
third game object. If there is a miss, the processor is configured
to determine if the angle of the bounce is to be adjusted. In some
embodiments, the original angle from the first game object may
alternatively or additionally be altered. One or both of the
original angle and the bounce angle may be modified, as discussed
previously.
[0169] In some embodiments, the angle of incidence may be adjusted
as well as or in the alternative to the angle of reflection.
[0170] In the previously described embodiments, reference has been
made to a lower and upper part of the game area. This is by way of
example only and the game area may be scrolled from left to right,
right to left or down to up. In some embodiments, the progression
through the game area may be more complex and may have one or more
components of left or right and up or down from one display area to
the next.
[0171] It should be appreciated that the visualization of the
first, second, third and fourth game objects may take any suitable
form.
[0172] Some embodiments may be provided on a user device such as a
smart phone. It should be appreciated that other embodiments may be
provided by any other suitable device such as a computer, a laptop
computer, a tablet or the like.
[0173] Some embodiments have been described in the context of
specific types of product/software. It should be appreciated that
this is by way of example only and other embodiments may be
implemented using any other product/software.
[0174] Embodiments provide computer programs embodied on a
distribution medium, comprising program instructions which, when
loaded into electronic apparatuses, constitute the apparatuses as
explained above. The distribution medium may be a non-transitory
medium.
[0175] Other embodiments provide computer programs embodied on a
computer readable storage medium, configured to control a processor
to perform embodiments of the methods described above. The computer
readable storage medium may be a non-transitory medium.
[0176] The computer program may be in source code form, object code
form, or in some intermediate form, and it may be stored in some
sort of carrier, distribution medium, or computer readable medium,
which may be any entity or device capable of carrying the program.
Such carriers include a record medium, computer memory, read-only
memory, photoelectrical and/or electrical carrier signal,
telecommunications signal, and software distribution package, for
example. Depending on the processing power needed, the computer
program may be executed in a single electronic digital computer or
it may be distributed amongst a number of computers. The computer
readable medium or computer readable storage medium may be a
non-transitory medium.
[0177] An appropriately adapted computer program code product or
products may be used for implementing the embodiments, when loaded
on an appropriate data processing apparatus, and/or other control
operations. The program code product for providing the operation
may be stored on, provided and embodied by means of an appropriate
carrier medium. An appropriate computer program can be embodied on
a computer readable record medium. A possibility is to download the
program code product via a data network. In general, the various
embodiments may be implemented in hardware or special purpose
circuits, software, logic or any combination thereof.
[0178] Some embodiments may be provided as a computer program
product, included on a computer or machine-readable medium having
stored thereon the executable instructions of a computer-readable
program that when executed on at least one processor cause a method
according to some embodiments to be carried. The terms
"computer-readable medium" or "machine-readable medium" as used
herein includes any medium that participates in providing
instructions to a processor or other components of computer system
for execution. Such a medium may take many forms including, but not
limited to, storage type media, such as non-volatile media and
volatile media, and transmission media. Common forms of
non-volatile media include, for example, a floppy disk, a flexible
disk, a hard disk, magnetic tape or any other magnetic medium, a
compact disc ROM (CD-ROM) or any other optical medium, punch cards
or any other physical medium with patterns of holes, a programmable
ROM (PROM), an erasable PROM (EPROM), electrically EPROM (EEPROM),
a flash memory, any other memory chip or cartridge, or any other
medium. Some embodiments may be downloaded or distributed as a
computer program product, wherein the computer-readable program
instructions may be transmitted from a remote computer such as a
server to a user device by way of data signals embodied in a
carrier wave or other propagation medium via a network.
[0179] The person skilled in the art will realise that the
different approaches to implementing the methods and control module
are not exhaustive, and what is described herein are certain
embodiments. It is possible to implement the above in a number of
variations without departing from the spirit or scope of the
invention.
* * * * *